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14/10/2013 20:39:33

gimmick
gimmick
Posts: 179
Gun test video (Muvizu 2.0 test version)


Thank you MrDrWho13 for this video example. Does Play+ include additional characters actions in order to complete the hand attachment?
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14/10/2013 20:55:27

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
Gimmick
As far as I know there are no new animations in the release - a handful of new handheld objects have been added like pen, axe, jar etc
edited by toonarama on 14/10/2013
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17/10/2013 03:54:49

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Keep getting this crash :



Seems to only happen when in the Timeline, but randomly. Updated my sound drivers just to be sure it wasn't that, but no difference.
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23/10/2013 00:02:25

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I broke Muvizu Play+

After a couple of days of getting to grips with the new features I've run into a couple of problems.

The first problem is collision on FBX imports. There is collision there...of sorts but it is just not working correctly. Characters will sink through the collision yet other props will not get anywhere near the collision mesh.

There is also a problem with the character movement with the Rosie character. When you initiate the 'walk to' action by double clicking on a location, the character will not stop walking. The character will continue to walk until you press the stop recording button several times.

The new texture features are working wonderfully though. I now have a shiny new gorgeous set, unfortunately my character cannot interact with it.

One last little niggle, now that the scale has been reduced in Play+ the effects are over scaled. For example I have a nice glowing fire in a fireplace made to scale for the characters however the small flame effect is just too large to be used to finish off the scene to perfection.

Edited to add that I have sent set and model file to bugs address.


edited by Dylly on 23/10/2013
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23/10/2013 00:12:39

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
Dylly wrote:
I broke Muvizu Play+



The new texture features are working wonderfully though. I now have a shiny new gorgeous set, unfortunately my character cannot interact with it.


well its half way there I will start sending in some of my stuff soonish for them to peruse. There is a collision issue I think I just have to try a couple more experiments before I have satisfied my little pea brain that its not my fault

oh there is something that you might not have tried. If there is a material on your collision box I tried deleting that the other day (a bit odd I thought but what the heck I tried) and then the collision was recognized. This is wierd to me because the last time I checked the rules were that you had to have a material on the collision box :/
edited by urbanlamb on 23/10/2013
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23/10/2013 08:47:32

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
I have tried to use the holding of objects again this morning and found it very frustrating. It has highlighted a change that we have been requesting and I think it's time has now come, otherwise the holding of objects will be forever limited.

When you edit something the characters must stay in position.


Instances :-

  • You have a close up of a character doing something - my example was Angry > Me. You have a spotlight on them. You edit the spotlight and the character will spring back into the "standing gormless" pose and out of the light. It is now just guesswork to set the light, hit timeline so the character goes back into position (this closes the edit window for no apparent reason). You do this over and over again until you get it right.
  • Holding things is a nightmare. At the moment we have the "object" pose which is useful for holding things (obviously we are asking for more actions). So you set you character to the "object" pose, but trying to orientate the object they are holding is impossible as every time you edit the character they go back to "standing gormless" and the object is in a completely different place.

This probably ties in with the whole - "Why does the timeline close every time I edit something ?" question.


So here's the changes:-

1. Only close dialog boxes when I close them (mainly applies to edit and timeline)
2. Characters remain in position always. I mean always. If you edit them I don't want them to do their "Oh look I've got ears" act. This was cute to begin with but I think we've moved on. I want them to be doing what I've told them to do.


I'm afraid there needs to be some work on this if the "holding objects" is going to realise it's potential.
edited by ukBerty on 23/10/2013
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23/10/2013 17:04:17

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2221
Yes, this is a much needed change!

DOWN WITH THE GORMLESS POSE!
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23/10/2013 21:49:00

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
okay just posting this i have to email this in the file however there is a definate collision bug I just wanted to make sure before i said anything

anyhow here is collision in the UDK environment (the green box)


and here is the same collision in Muvizu the box is displaced downwards -


So dont bang your head on a wall lol anyhow gonna go email this in as well I just thought I would post here so people dont
waste their time on something

oh ignore the orientation in fact my import axis are correct its just my loss of brain cells that i can't figure out which end is up
but if you want to work with the bug in place just move everything up a bit and it should work
edited by urbanlamb on 23/10/2013
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23/10/2013 22:51:55

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I've been having the same results. At one point though I had thought I had cracked it...I do having a model with working collision, but I cannot repeat the trick. Not only is the collision being pushed downwards it's also warping within Muvizu for some reason, and I'm just using a simple rectangle for collision. So I'm totally stuck and out of ideas now. But anyway here's a pic of some working collision in FBX

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23/10/2013 23:04:20

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
yeah dont bang your head on a wall with this one if your curious and want to keep working on something you can use the udk editor to place the collision going back and forth between it and your model but your still going to have issues with pathing etc. If you can work with zero collision for the moment possibly raise all your collision above the level of whatever it is your working with so put it above the model way up high then it should work and you will need to use internal floor planes and cubes etc etc. However when they fix the bug all the work will be useless so depends on how much you want to do something "right now" i guess


The lamp is perty though well its an incredible floating lamp too

edited by urbanlamb on 24/10/2013
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24/10/2013 20:53:01

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
ukBerty wrote:
I have tried to use the holding of objects again this morning and found it very frustrating. It has highlighted a change that we have been requesting and I think it's time has now come, otherwise the holding of objects will be forever limited.

When you edit something the characters must stay in position.


Instances :-

  • You have a close up of a character doing something - my example was Angry > Me. You have a spotlight on them. You edit the spotlight and the character will spring back into the "standing gormless" pose and out of the light. It is now just guesswork to set the light, hit timeline so the character goes back into position (this closes the edit window for no apparent reason). You do this over and over again until you get it right.
  • Holding things is a nightmare. At the moment we have the "object" pose which is useful for holding things (obviously we are asking for more actions). So you set you character to the "object" pose, but trying to orientate the object they are holding is impossible as every time you edit the character they go back to "standing gormless" and the object is in a completely different place.

This probably ties in with the whole - "Why does the timeline close every time I edit something ?" question.


So here's the changes:-

1. Only close dialog boxes when I close them (mainly applies to edit and timeline)
2. Characters remain in position always. I mean always. If you edit them I don't want them to do their "Oh look I've got ears" act. This was cute to begin with but I think we've moved on. I want them to be doing what I've told them to do.


I'm afraid there needs to be some work on this if the "holding objects" is going to realise it's potential.
edited by ukBerty on 23/10/2013


I'd like to second all of that. Also like to echo ukBerty's earlier post about not having the imported objects being single sided by default - needs to be double sided, or at least give us the same import options as per normal imports so we can change it. The more I'm using attached props the more this becomes a problem, it seems, as the objects get more complex.
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24/10/2013 20:59:31

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Wooohoooo! I've sussed the collision! It works...It works! When I've researched the technical terms I will post how I managed it!
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24/10/2013 23:04:32

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
ziggy72 wrote:


I'd like to second all of that. Also like to echo ukBerty's earlier post about not having the imported objects being single sided by default - needs to be double sided, or at least give us the same import options as per normal imports so we can change it. The more I'm using attached props the more this becomes a problem, it seems, as the objects get more complex.



Yes please dont make double sided a default though this will cause other problems. I never use double sided unless there is an opacity mask involved for something like trees and I build my models to avoid this need

Is there no way you can flip your faces? (this sounds a bit naughty now that I type it like that)
edited by urbanlamb on 24/10/2013
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25/10/2013 12:42:26

fazz68
fazz68
(Account inactive)
Posts: 767
An out of breath animation would be lovely i have a fat dude running through a forest like a marathon runner and he must be the fittest fat dude in the world coz it didnt even puff him out Big Grin
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27/10/2013 09:54:49

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
After some late nights and a lot of experiments, remodelling & re-texturing I've finally got to grips with the power of the FBX...and I'm loving it!

Complete with diffuse/normal/glow maps & transparent objects!
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29/10/2013 06:56:35

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
Dylly wrote:
After some late nights and a lot of experiments, remodelling & re-texturing I've finally got to grips with the power of the FBX...and I'm loving it!

Complete with diffuse/normal/glow maps & transparent objects!

thats very pretty dylly
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30/10/2013 16:29:18

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Hi guys,

We've released a small update patch today which fixes the following issues:

* Undo / redo improvements
* Timeline events for animated properties (visible and character textures/decals)
* Tweaks to the Xbox controller inputs
* Video output stability tweaks
* Texture/Material saving on attachments improved. You will need to re-import attachments if you've had Data missing errors with importing attachments.

As ever, feedback and comments welcomed

--
Direct, don't animate!
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30/10/2013 18:22:53

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
Jamie wrote:
Hi guys,

We've released a small update patch today which fixes the following issues:

* Undo / redo improvements
* Timeline events for animated properties (visible and character textures/decals)
* Tweaks to the Xbox controller inputs
* Video output stability tweaks
* Texture/Material saving on attachments improved. You will need to re-import attachments if you've had Data missing errors with importing attachments.

As ever, feedback and comments welcomed


Where's the link then?
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30/10/2013 18:38:04

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
I fell for that one too Dreeko Whaaaaa? ...fire up Muvizu and it will update automatically!
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30/10/2013 21:23:49

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
Doh!
But of course!..I'm not used to doing it that way!
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